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Topics - Mikhail Reign

#1
Ideas / Kevlar®
February 08, 2017, 01:28:01 PM
How come the game uses Kevlar? Seem strange they Ty would promote DuPont.. Is he aware that its a registered trademark, and not a common term for a type of something. You can't buy non-Kevlar brand Kevlar.

Bodyarmour = cola
Kevlar = Coca Cola
#2
Ideas / Changing Terrain. For combat.
February 08, 2017, 04:39:08 AM
So, when everyone makes a killbox, the first thing that you do is clear the killing field of any cover. If you take it a step further, then then cover the whole field with sandbags. Its gamey as hell, but its the only 'slow' terrain that you can place. It also has the secondary side effect of making it so that the raiders cant return fire (they cant stop on a sandbag) - this is EXTRA gamey. Me no like. In reality, this step would probably be done by stringing barbed wire all over the field. I think barbed wire should be in game, but what I am suggesting is a legitimate alternative.

The ability to 'change' terrain, using some in game mechanic - the ability to 'flood' areas to make a muddy marsh. I was about to suggest the reverse, but thats what the pump did (does? is it still in game). Maybe through some kind of built pump that would tap in to a (not represneted) aquifier and flood X squares around it.

Maybe just step down the land per pump?. Sand becomes soil. Soil would become mud. Mud would become marsh. Marsh would become Water.

Basically TL;DR - the ability to flood my killbox, so as to make it a muddy marsh they the enemy would have to cross. Make it expensive, late game, whatever.
#3
Ideas / Change auto target for pawns
June 09, 2016, 05:00:09 AM
I suggest that the current auto target change from what it is now, target closest enemy, to 'target enemy closest to weapons optimal range'.
#4
Ideas / Guard Mode
June 06, 2016, 09:07:37 AM
I dunno about anyone else, but when I get mad animals I simply post an armed pawn or two between the camp and the animal and let it charge and die.

i suggest the at 'Hunting' tab be re-labeled something like 'Combat' (but better) and it also cover things such as Manning guard posts or walking a simple patrol. Pawns could get a slow increase in shooting or something to represent 'training'.

To tie in with this, we could get fewer alerts about things not coming directly from colonists (illnesses, damage and the like alerts would stay the same; mad animals and attacks would get alerts when posted pawns 'see' the event). This would bring some of the stats into it a bit more (sight, hearing).

This would also mean that attacks could be toned down in size, but thrust upon semi prepared players to keep it competitive. Seieges could be made larger, as they should be, to account for the player most likely noticing it.
#5
Ok - First off: this has been a roller-coaster success - more so then I ever suspected. There has been over 100 votes, which, while obviously isnt everyone who plays this game, is a decent sample size to see how people play this game.

Second off: I've had a few beers so please excuse any obvious spelling mistakes, long running sentences or bad grammar.

Third: The Results

The results of the poll have been pretty consistent through out the voting process so far - roughly 70% of votes identified their pawns as 'colonists', which means about 30% consider them 'survivors'.

This is rather interesting - I personally identify my pawns as colonists as well. The mental imagine that I have in my head is something similar to the town that I picture the bar that Malcolm Reynolds get thrown out of (complete with holograph window) resides in. Somewhere between 'Wild West' settlement and futuristic sci-fi.

For me personally the 'survivor' angle has always inhibited the story - if I was stranded on a deserted planet when my intended destination was some gliterworld, a war-zone or any of the other possible destinations, 110% of my effort would be directed at leaving the planet. If one of the other survivors that I was with suggested we should start making statues, or making export quality, clothes I would assume that they had gone crazy. Also as a 'survivor' it makes little sense not to throw in with one of the other established tribes/towns/pirates, instead of starving to death in the wild. When the pawns are considered 'survivors' its has a Gilligan's Island feel - they can make geothermal reactors, coconut radios, solar panels and automated doors in a few days, but a ship to leave is impossible (or at least a VERY long term project)

Change this to 'colonist', which in its self implies that the Rimworld is the intended destination, and the game changes instantly. This means the small area that inhabit is actually the pawns 'home'. This is where they intend to stay, live, thrive, grow and raise young. This changes the whole dynamic - beatifying their surrounding no longer seems like a waste of time and resources, but instead a logical, and almost required step.

I, for one, would very much like to see this game take a hard step in either (preferably the 'colonist') direction, instead of remaining in a grey middle areas.

Also, if Ty could post something in regards to this (I dont want say 'issue' as it is a loaded word, but I'm drunk and cant think of a better one) issue, the result of the poll and his opinion - preferably something substantial - that would be great. I greatly respect his opinion, and obviously this is his baby so his word is really the end all.

I will probably edit this post to make it a little clearer, to clean up spelling errors etc etc some time tomorrow afternoon. I just felt that the poll had reached a point where the data was readable and that a discussion was now possible.

DISCUSS
#6
General Discussion / Survivors or Colonists? - Vote
April 14, 2016, 03:49:44 AM
EDIT: POLL RESULTS DISCUSSION: https://ludeon.com/forums/index.php?topic=19296.0

If everyone that voted would like to head over to this post for a discussion of the results (quick recap at this point -21/04- roughly 70% colonist 30% survivor) that would be great.


Everyone that has voted I thank you very much. I would also like to thank the many people that voted without posting - over 100 people. This is another reason that I love this game - the community. Just think - I asked broadly, on the internet, for people to do something which was very easy to NOT do, and the VAST majority complied. This isn't calling out the few people that posted - honestly I should have made a discussion post as well.

Please continue to vote/bump for as long as you feel it is relevant.

First off - lets try and not have any post. Just vote. If you vote, maybe just post a '.' or something to keep the topic up top as long as its relevant. This is so that an unbiased opinion of how everyone views the game. I feel that this is a key part of the test - so please keep posting to a '.' or something similar if you vote (for bumps) - :D cheers people

This is a long time erk of mine.

Half of the game descriptions describe the pawns as colonist, implying a colony
Colony synonyms:   territory, possession, holding, dependency, province, dominion, protectorate, satellite (state), settlement, outpost. All words with somewhat permanent implications.

The other half of the game describes them as survivors - they are survivors of a crash. I dont really know what kind of settlement survivors would build so I cant quote a description or anything. Some of the parallel are, most obviously, the inital crash landing, as well as a lot of the in game flavor.

I have not real problem with it either way, but obviously being one or the other structures the game - survivors would be less interested in crafting lasting alliances, while colonists would. Survivors would be more likely to devote time and resources to build a ship to enable them to leave the planet, while colonists would use those resources to better their current location.

Anyway, how does everyone see the pawns in this game?

EDITED: I felt the description of survivors felt a little biased, which I'm not. As I said, I feel the game could do either way. Added a little more to it.

EDITED: This has gotten a good amount of votes, so I feel it is a relevant topic. Since I feel that mod post (cheers by the way) might prevent spontaneous bumps, I have bumped it for a second run. Will keep this to very minimum.

EDITED: The last bump got another 10+ votes, so I feel that it is worthy of bumping again. As soon as there is a noticeable lack of votes I will stop bumping the thread. I'm trying to keep it to a minimum and allowing it to fall to the 4th or so page before bumping it again. This seems to take about 2 days.
#7
I just had a little bit of flavor ruined. I had a visit from a one of the friendly colony's, and the game promptly told me that one of the visitors was engaged to a Spacer in a yet unopened (a 'officially' undiscovered) cyro temple (cant remember the full name - I'd dug around it, but yet to open the room). By going to the visitors social tab, I was able to then click the Spacers name, have it tell me that the people inside the temple were Hostile (and not mechs), see where his cyro box was and even some of his details.

A: I dont think temple/tomb pawns should be included in the relationships like that
B: I dont think that the game should give me as many details as it does from the social tab.
#8
Ideas / Animals Resuce
April 10, 2016, 05:33:47 PM
Has anyone had an animal rescue someone for real? I've had it happen by testing it (tho a doctor normally gets to it first).

Since it works the same as hauling (chance to happen) it makes it a useless ability. Sure if I leave my colonist to bleed out on the front lawn they MIGHT eventually go get him, but realistically he would have been hauled in as soon a possible by a colonist.

Maybe add a button similar to Release, labeled Rescue which instantly send the animals to haul in a downed colonist. Or even just making it so an animal can be commanded to haul a colonist the same as normal pawns?

tl;dr Rescuing colonist with animals is very hit and miss. Should be able to instigate it instead of waiting for it to happen.
#9
Ideas / Hunting Accidents
April 10, 2016, 03:56:54 AM
I reading Ty's responses on reddit about hunting accidents and I was wondering why the focus is on the shooter, instead of the person who gets shot? Colonists will avoid a tile that has fire in it, they also will avoid rooms that are too hot/cold.

Wouldn't an easy way around this be to give hunters a cone in front of them that colonists will avoid/get out of and then have a wait on the hunters end to give them time to vamoose?
#11
I just has a couple break up after a bad marriage proposal - I went to look for the relevent parties and found them snuggled up in bed together (along with a the small 'dont like sleeping with this person' debuff, that honestly probably should be more then -3). Since they both decided to start using the bed on their own, they probably should be smart enough to use one of the other free beds on their own.
#12
Ideas / Zoom to mouse location, not screen center
March 19, 2016, 11:49:39 PM
Basically the heading says it all. I'd like it so the mouse wheel zoomed the screen to the mouse location instead of the middle of the screen.

This allows you to quickly change focus simply by zooming in and out while mousing over the focus point.
#13
General Discussion / Colonist VS Villager
March 18, 2016, 06:43:52 AM
I've got a map going where I only recruit people with military background, so I've been looking at peoples backgrounds alot, and I noticed something I cant believe I've missed until how - some of my pawns are considered 'colonists' while others are considered 'villagers'. I'm not talking about their backgrounds tho - just their nameplate.



Anyone know whats up with this? It doesn't seem to be dependent on their backstory or anything. Does it make any difference? Is it dependent on how they are recruited? Is it just a left over bug?
#14
General Discussion / 1 punch kill
March 17, 2016, 10:58:28 AM
Can people die of shock or heart attack, no matter the HP damage done? I just seen an old man get bumped once by a boar, and up and die.



He had some old injuries, but other then that he was fine. The boar had the revenge event, scratched him once in the leg and killed him.
#15
General Discussion / Eggs
March 14, 2016, 06:47:28 AM
I've got a nice little chicken pen going. About a year in I noticed something weird. I'm now getting a few unfert eggs mixed in with my fert ones. I always thought that the breeding mechanic was pretty much 'if there is roosters, they are fert', so I thought it pretty strange to be finding unfert eggs.

Anyway, not a gripe, but confused as how this happens. Could it be that some of the chickens are old and that effects fertility? Could it be that the rooster was outside, while the hen is in the pen when the egg is first 'created' (both areas accessible to both animals)? Or is it just possible for eggs to be unfert when laid even when the hen was near a rooster and I just haven't noticed till now.
#16
General Discussion / Water
February 23, 2016, 11:40:07 AM
Water

I made a post in a thread about hygiene but I felt the idea of Water of different enough to warrant a different thread. This is my proposal for a water system. It would add a new need the same as hunger obviously called thirst, as well as a new resource, also obviously, called water. Water could be stored only in specific objects, ranging from large water tanks, to personal canteens. Colonists could drink it, use it to cook, clean and water plants.

Where it comes from

Water would primarily come from rivers. Colonists could fill canteens from them, pump water from them, all the things I'll talk about. In the event that there wasn't a river on the map, the colonists could look to the water table and make, initially, wells then pump and then a 'coolnameforlargerpump'. When the map was generated, a heat map would be created. This would include areas of differing levels of water, of different qualities. There could be polluted water, water laced with difference chemicals, infected with a virus or nanobots, or any other number of cool events. All this would be unknown to the player unless the water was tested (early game=drink it; late game=research it with table) or some kind of testing was done to reveal parts of the heat map to the player (early game=colonists with 'divining' trait?; late game=research it with 'somekindawatertabletestingmachine').

How its used for people

Like I said, colonists would have to drink water, about 2 times a day seems like a goodish balance. Given a ready water source, the actual action of drinking water should be very quick, less then half the time to eat, requiring a colonist to only briefly touch a tap on a water tank, or in a sink, to drink or fill a carried canteen - canteens carrying a days worth of water, preventing them getting the 'thirsty' debuf during a days work. This time could also be rather timely - if a colony's only source of water from from a well, they would have to each haul a some water to drink - a lengthy and wasteful process. This time could be saved by making a bucket and putting it in a 'hopper' for the well, meaning the first colonist to haul water would be able to save what they dont use for the next person - I think either 1/2 or 1/4 of a bucket should fill a colonists thirst for half a day. Building a water tank next to the well would be the next step. A water tank would just be a storage place for only water, with a priority, the same as any other storage box in the game. From then on it would work like a crematorium hauling job in reverse - the colonist would go to the well, 'create' some water, and take it to the tank.

The water could be hauled in the buckets in the 'well hopper' to the tanks until the tank was full, meaning more bucket more haulers (to an extent). A tank functions as a water source the same as a river, well or any other and it has an almost instantaneous drink/fill speed, has the benefit of being where you want, but also is bulky..

The next step on from this is to use electricity to bring the water up from the ground - a pump can be researched and built. This acts as a water source, also with fast drink/fill speed. They are also loud and noisy and give some kind of debuffs being in a small room with them. Colonists will also use drink/fill from, being much quicker then from a well. Too speed it up even more you can connect the pump to the tanks with pipes, and in a similar system to the electrical system, it will fill up the tanks depending on how big the pump is, and how many are connected to the system. Anywhere on these pipes you put a tap - an access point for colonists to drink/fill from. Pumps would have a limited range, only pushing water X amount of squares.

Some benches could benefit from, or even require water connection (pipe in the back). A cooking bench hooked directly to water could up the cooking process, or water either via bucket or hooked could be requirement for fine &/or lavish meals. Brewing tables would require a water connection &/or bucketed water, but it would also be able to use lower quality water - an mid game method of dealing with a bad water source. A late game example would be pumping dirty water into tanks, pushing it through a water filter/purifier and then into clean tanks before being available to colonists. You could also connect heaters to the system and provide colonists with running hot/cold water for showers for use in Joy or Anytime, giving the 'freshly showered buff' for the first half of the day (also a 'filthy dirty' buff for those long over due for a shower)

How its used for plants/animals
(note - fetch use to distinguish between haulers hauling water, and grower/tenders fetching water for their crops/animals)

Plants would require water in addition to the right temp and sunlight to grow. Just another percentage under the growth rate. In rainy environments this wont be to much of a problem for crops out doors. When plants do have a shortage of water, colonists with the grower job will fetch water from the closest water source and use it to water their plants. They could use either a built items like a bucket, or for the fetching job, they could use only the magic welder and drop/lose the water they are carrying if interrupted. This means the early game idea is to have haulers bring water from a well to a tank near a plot, and then have growers fetch the tank water for the plants. Late game, after a piping system is in place is to research and build sprinklers under/over the farms. These could either draw exactly what was needed automatically, or require the player to turn them on/off like the power switch or something in between.

The use with animals isnt much different. A water troth would needed to be provided for animals which would be filled by either haulers or colonists set to animals initially, and then late game, connected to a pipe system. Animals would react to water differently - pigs might not mind tainted water so much, but terriers might get sick drinking anything but the cleanest water. Water sources for wild animals could be created by upping the likelihood of small ponds, lakes, rivers and swamps. Animals found in deserts would require significantly less water, and would be able to get the need covered by the small amounts in the plants they eat, and by having carnivorous animals hunt and scavenge and receive their need from mostly meat.
#17
General Discussion / Change ambient map temperature
September 18, 2015, 07:16:11 AM
Is there any way to play with the ambient temperatures of maps? I wanted to try out a map that was 1000+ degrees outside sometimes, or an event that made it -200 with a day's warning.
#18
Ideas / Colonist backstorys
June 01, 2015, 02:40:37 PM
Since colonists now can live to ripe old ages, and also come to you at some pretty young ages, I suggest a modification to the existing backstory template.

Currently there are 2 backstorys: child and adult. As it works now, children(ish) colonists (16 is I think the youngest I've seen) come complete with adult backstorys, even tho the childhood backstory sort of seems like it would take place in the 6-16yo age bracket.
Likewise the adult age bracket doesn't really take into account old age - a 72 year old spacemarine seems about as likely as a 16 year old surge  who was also a cave miner.

What I suggest is in addition to the current childhood and adult story's we include a 'senior' bracket (or whatever is the best name) to cover the later stage of life - from around 50, give or take 5-10 years.

A key reason for this is not just to cover age discrepancys in the stories, but to pave the way for us to 'write' a colonists backstory. An example for what I mean is: a 16 year old colonist, who wouldn't have an adult backstory, would a time after joining your colony, gain the adult trait 'colonist'. A similar thing would happen with older colonists - a 65 year old, who was a miner as a child, and a space pirate as an adult would also now be a colonist as a senior.

I could expand on this with a further idea that instead of a generic 'colonist' trait, they got a trait that was representative of their time spent at the colony, purhaps by comparing point spreads of the existing traits to their current skills (trait X which gave a plus 3,4,3 for traits A,B,C respectivly, would be given to a colonist who had those as their highest traits). On the other hand they could come from a list of 'got it from being in your colony' specific traits - traits they couldn't spawn with.

This would a add in the elements of: younger colonists, while less experienced, could 'grow up' as a member of your colony; and older colonists would be more 'stuck in their ways', less likely of change but have later life experience; and the people of the in between ages are capable of make small shifts if direction if they are pushing that way.
#19
Unless I'm being completely daft and have missed it, I'm under the impression that we cant use the Spoilers feature in the forum. For those of you unfamiliar with it, it basically lets you put a block of text in a table that can be hidden. Its commonly used to compressed large blocks of text, or information that might be relevant to the post, but not essential reading - examples being quotes, a group of images or data graphs.

If the feature actually isn't available, is there any change we could get it added to the forum?
#20
*Edit* I realised that this was in General instead of Suggestions, so I recreated it over here. Dunno how to delete threads, so any devs...

Currently the way clothes are selected is kinda broken - there is no way to have a colonist wear something, and if that isn't available wear something else, as well as the minimum quality requirement slider being somewhat useless.

A great example of this would be: I want my melee guys to wear power armour and helmet, and if that isn't available wear a cowboy hat and duster. Now most colonies produce their own clothes, meaning that after a little while your tailor will be pumping out some masterwork and legendary cowboy hats meaning that colonists will prefer these over any power armour that you have available unless you are both extremely lucky and extremely rich. Since armour is worth wearing at any quality level, it also means that there is no reason to have the minimum slider to be used at all, unless of course you WANT colonists to not wear that poor armour vest and just commando it against bullets - this also applied to pants (and shirts in the case of girl. side note; did females always get the naked debuff for not wearing a shirt?). You can tell your colonists 'don't wear clothes of lower then normal quality, meaning that unless you have spare clothes of that quality or higher, you could end up with colonists running around without pants even if there were some, abit bad quality one, laying around.

What I suggest is instead of the current outfit system, clothes would be selected via layer, with a quality slider for each article of clothing. How this would look is similar to the bills tab for tailors tables in regards to priority. They would look for anything that would fit the highest priority 'clothing bill', and if nothing fit that, then look at the next one down and so on and so forth for each layer. This system would mean that it would be quiet easy to also include a 'type' (similar to how which leather is to be used is chosen in the tailor bill) I could then set for example my winter melee outfit:

Headgear
Powerarmour helmet - quality Poor to Legendary; 50-100% hp
Cowboy hat - quality Superior to Legendary, 50-100% hp; boomrat, alphabeaver or squirrel

Middle layer
Powerarmour - quality Poor to Legendary, 50-100% hp
Duster - quality Superior to Legendary, 50-100% hp; boomrat, alphabeaver or squirrel

Top Layer
Buttom up shirt - quality Superior to Legendary, 50-100% hp; Devilstrand
Shirt - quality all, 50-100% hp, all

Pants
Pants - quality Superior to Legendary, 50-100% hp, Devilstrand
Pants - quality all, 50-100% hp, all

To use the example above, the colonist would look for a power armour helmet, power armour and a button up tshirt and pants made of Devilstrand first, but if they failed to find any one of those items, they would look for the next one on the list, with the bare minimum, wearing pants and shirt of above 50% hp of any quality.

So just to clarify it would read the same way as a tailor bill list - highest priority at the top, lowest at the bottom, and the pawns would just read down through the list of each layer until they found something that they could wear. This would also mean that you could put at the bottom of the prioritys 'bare minimum' items; a great example being a 'clothing bill' allowing colonists to wear almost anything to ensure that they didn't get the naked, or tattered clothing debuf.


Also, additionally, a way to group select change outfits. Clicking through the list of colonists to move from winter to summer is a pretty big pain, when really all I want to do is >select all>winter